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Quara Hydromancer Scout
1100 Hit points
800 Experience points per kill
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Summon/Convince: |
--/-- |
Abilities: |
Melee ((0-40+) poisons you 5 hp/turn), Lifedrain Bubble Beam (125-250), Cold Bubble Exori (130-165), Distance Life Drain (45-170), Cold Green Beam (0-210+), Self Healing, Distance Paralyze. |
Pushable: |
? |
Push Objects: |
? |
Est. Max. Damage: |
670+ hp per turn |
Immune To: |
Fire, Ice, Drown, Life Drain, Invisibility |
Strong To: |
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Neutral To: |
Physical, Holy, Death, Earth |
Weak To: |
Energy (+10%) |
Sounds: |
"Qua hah tsh!"; "Teech tsha tshul!"; "Quara tsha Fach!"; "Tssssha Quara!"; "Blubber."; "Blup.". |
Behavior: |
Watch for their healing ability since they heal themself at average level. |
Field Notes: |
Has the same life, gives the same exp and has the same magic power as the normal Quara Hydromancer, but loot has a lower drop chance. |
Location: |
Malada, Quara raid on Liberty Bay. |
Strategy: |
They are easy to handle one-on-one but you rarely find them without others. Big groups of Quara occasionally raid. Liberty Bay or the plantations.
All vocations: stay diagonal to avoid beam attacks.
Paladins: try to keep distance and use Light Healing to remove paralysis.
Mages: keep a distance and use energy strike. It is also recommended to use Mana Shield if fighting in close quarters with this creature.
Knight: Kill them fast or their exori-like attacks and their beams will hurt you quite a lot. |
Loot: |
0-80 gp, Remains of a Fish, Staff, Small Emerald (semi-rare), Black Pearl (semi-rare), White Pearl (semi-rare), Wand of Cosmic Energy (rare), Ring of Healing (rare), Fish Fin (rare), Knight Armor (very rare). (Loot Statistics) |
See also: Creatures.
Add historical information about this creature.
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